Yup, a 3 point light rig (fill, back, key) are usually what I use in my cinematic scenes. I also found using 2 different character setups/configs per model depending on the use (cut scene vs gameplay) is helpful as well, especially for directional lights where the camera is going to be more than 10m away from the character. Overall lighting in Unity is well, it is what it is, and Directional Light with HDRP 12, is pretty decent. As far as character setup goes, regardless of light type, I find that trying to get within the ballpark of AAA without a custom shader (2021.3) is not possible, as HDRP\Lit doesn't have all the necessary settings. Over the course of 4 years in going from the "block of wood" look to a character within the ballpark of AAA, I feel the following things are mandatory: - Semi highpoly mesh (80k-150k tris) - Micro normal maps - Thickness maps - Multiple ranges for smoothness - Iris/Sclera/Limbus adjustments for eyes. -Low poly hair design I now feel like solo indiedevs can get a AAA-looking character into Unity, but the pipeline workflow is complex and requires a lot of rough and fine tuning, and you have to spend a decent amount of money on some design tools. Where I'd like to see Unity go: - Something akin to UE's Metahumans to cut the pipeline workflow down from days to minutes. (I believe they're considering this in trying to adapt Digital Humans / Ziva into a future version after seeing feedback requests for Ziva).